My game is running 60fps (Because I'm using a 60hz monitor) but if I would use a 85hz monitor it would be running 85fps. My question is if update is called based on the screens refresh rate or if its ...

The SmoothVideo Project uses frame interpolation to increase the fps of video from 24 to 60. The results are pretty impressive. I was wondering if this could be applied to, and whether it would look ...

In my game, I have particles that should spawn at random intervals but with an average rate of x per second.
However, the frame-rate varies from around 60 fps all the way to around 3000 fps. I would ...

I've been building an SFML engine and I've been very confused on the FPS, frame independent movement and game loop.
My particular problem is that I have a variable set to 60 for the frame limit but ...

So, I have been working on a project for a while now and recently stumbled across a problem:
The common approach to frame-rate independent physics is to either use a fixed update interval (ie. Unity) ...

The game I am making runs at 60 fps, but occasionally it will drop lower than that. I want to limit the frame-rate to 30 fps so that those drops will be less noticeable.
I don't understand everything ...

My game must stay at 75fps to be playable (I'm developing for the Oculus Rift) and I'm optimizing with that hardware in mind.
My mid-range Nvidia GTX 650 Ti struggles a little with some Rift demos, ...

I'm trying to increase the frame rate of my game from 60FPS to 100 FPS because of reasons. But i can't seem to get it higher than 60 frames. This is the count I'm using. I can slow down the frame rate ...

I'm making a first person shooter, and I've seen questions like this before, but the answer is either overly complicated or they're using SDL, GLFW, GLUT, or something else. I'm not using any of that. ...

I have a client that sends data at 1KHz (i.e. 0.001 sec) to a master over Internet using UDP protocol. In Master, I need to draw an object, but the problem is that the update of GLUT is slower than ...

There is no cross platform way to set process priorities, and I don't want to use threads since there are no standard method of setting priority to certain threads, apart from the fact that threads ...

I am working on an OpenGL 3D model viewer app for iOS.
I have to load, view and navigate extra detailled 3D models on an iPad. I hardly achieve 2 fps, if i load and navigate a very complex model. I ...

I've seen a lot of different game loops, and before implementing anything complicated I decided to start with a capped 60 FPS. My run method looks like this in my game thread:
/**
* Fixed Frames Per ...

I need to make a simple enough program in C#, but it seems to be impossible via usual WinForms means. I need to show something (a string of text, an image) on the screen for very small time interval. ...

I am working on a simple game in OpenGL, using SDL for display initialization and input, and it appears in terms of timing I have two options available to me. Number one being just sleeping for the ...

I'm working on an RTS and there is a lot of camera movement involved. The camera moves at a constant speed but it stutters (seems to jump/jerky movement) if I don't enable vsync. I understand why this ...

Problem Description
Basically, I've made a "programming game" in which I've made my own scripting language. It is a completely standard Lunar Lander game, though instead of directly controlling the ...